Add minimal support for post-mortem (core dump) debugging of multi-LWP
[dragonfly/netmp.git] / games / rogue / rogue.h
blob98ff79ce0826e51d1de6ad32eb75aeb5a9188b2c
1 /*
2 * Copyright (c) 1988, 1993
3 * The Regents of the University of California. All rights reserved.
5 * This code is derived from software contributed to Berkeley by
6 * Timoth C. Stoehr.
8 * Redistribution and use in source and binary forms, with or without
9 * modification, are permitted provided that the following conditions
10 * are met:
11 * 1. Redistributions of source code must retain the above copyright
12 * notice, this list of conditions and the following disclaimer.
13 * 2. Redistributions in binary form must reproduce the above copyright
14 * notice, this list of conditions and the following disclaimer in the
15 * documentation and/or other materials provided with the distribution.
16 * 3. All advertising materials mentioning features or use of this software
17 * must display the following acknowledgement:
18 * This product includes software developed by the University of
19 * California, Berkeley and its contributors.
20 * 4. Neither the name of the University nor the names of its contributors
21 * may be used to endorse or promote products derived from this software
22 * without specific prior written permission.
24 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
25 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
26 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
27 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
28 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
29 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
30 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
31 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
32 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
33 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
34 * SUCH DAMAGE.
36 * @(#)rogue.h 8.1 (Berkeley) 5/31/93
37 * $FreeBSD: src/games/rogue/rogue.h,v 1.3.2.1 2001/12/17 12:43:23 phantom Exp $
38 * $DragonFly: src/games/rogue/rogue.h,v 1.4 2006/09/02 19:31:07 pavalos Exp $
41 #include <curses.h>
42 #include <stdbool.h>
43 #include <stdlib.h>
44 #include <string.h>
47 * rogue.h
49 * This source herein may be modified and/or distributed by anybody who
50 * so desires, with the following restrictions:
51 * 1.) This notice shall not be removed.
52 * 2.) Credit shall not be taken for the creation of this source.
53 * 3.) This code is not to be traded, sold, or used for personal
54 * gain or profit.
57 #define boolean bool
59 #define NOTHING ((unsigned short) 0)
60 #define OBJECT ((unsigned short) 01)
61 #define MONSTER ((unsigned short) 02)
62 #define STAIRS ((unsigned short) 04)
63 #define HORWALL ((unsigned short) 010)
64 #define VERTWALL ((unsigned short) 020)
65 #define DOOR ((unsigned short) 040)
66 #define FLOOR ((unsigned short) 0100)
67 #define TUNNEL ((unsigned short) 0200)
68 #define TRAP ((unsigned short) 0400)
69 #define HIDDEN ((unsigned short) 01000)
71 #define ARMOR ((unsigned short) 01)
72 #define WEAPON ((unsigned short) 02)
73 #define SCROL ((unsigned short) 04)
74 #define POTION ((unsigned short) 010)
75 #define GOLD ((unsigned short) 020)
76 #define FOOD ((unsigned short) 040)
77 #define WAND ((unsigned short) 0100)
78 #define RING ((unsigned short) 0200)
79 #define AMULET ((unsigned short) 0400)
80 #define ALL_OBJECTS ((unsigned short) 0777)
82 #define LEATHER 0
83 #define RINGMAIL 1
84 #define SCALE 2
85 #define CHAIN 3
86 #define BANDED 4
87 #define SPLINT 5
88 #define PLATE 6
89 #define ARMORS 7
91 #define BOW 0
92 #define DART 1
93 #define ARROW 2
94 #define DAGGER 3
95 #define SHURIKEN 4
96 #define MACE 5
97 #define LONG_SWORD 6
98 #define TWO_HANDED_SWORD 7
99 #define WEAPONS 8
101 #define MAX_PACK_COUNT 24
103 #define PROTECT_ARMOR 0
104 #define HOLD_MONSTER 1
105 #define ENCH_WEAPON 2
106 #define ENCH_ARMOR 3
107 #define IDENTIFY 4
108 #define TELEPORT 5
109 #define SLEEP 6
110 #define SCARE_MONSTER 7
111 #define REMOVE_CURSE 8
112 #define CREATE_MONSTER 9
113 #define AGGRAVATE_MONSTER 10
114 #define MAGIC_MAPPING 11
115 #define CON_MON 12
116 #define SCROLS 13
118 #define INCREASE_STRENGTH 0
119 #define RESTORE_STRENGTH 1
120 #define HEALING 2
121 #define EXTRA_HEALING 3
122 #define POISON 4
123 #define RAISE_LEVEL 5
124 #define BLINDNESS 6
125 #define HALLUCINATION 7
126 #define DETECT_MONSTER 8
127 #define DETECT_OBJECTS 9
128 #define CONFUSION 10
129 #define LEVITATION 11
130 #define HASTE_SELF 12
131 #define SEE_INVISIBLE 13
132 #define POTIONS 14
134 #define TELE_AWAY 0
135 #define SLOW_MONSTER 1
136 #define INVISIBILITY 2
137 #define POLYMORPH 3
138 #define HASTE_MONSTER 4
139 #define MAGIC_MISSILE 5
140 #define CANCELLATION 6
141 #define DO_NOTHING 7
142 #define DRAIN_LIFE 8
143 #define COLD 9
144 #define FIRE 10
145 #define WANDS 11
147 #define STEALTH 0
148 #define R_TELEPORT 1
149 #define REGENERATION 2
150 #define SLOW_DIGEST 3
151 #define ADD_STRENGTH 4
152 #define SUSTAIN_STRENGTH 5
153 #define DEXTERITY 6
154 #define ADORNMENT 7
155 #define R_SEE_INVISIBLE 8
156 #define MAINTAIN_ARMOR 9
157 #define SEARCHING 10
158 #define RINGS 11
160 #define RATION 0
161 #define FRUIT 1
163 #define NOT_USED ((unsigned short) 0)
164 #define BEING_WIELDED ((unsigned short) 01)
165 #define BEING_WORN ((unsigned short) 02)
166 #define ON_LEFT_HAND ((unsigned short) 04)
167 #define ON_RIGHT_HAND ((unsigned short) 010)
168 #define ON_EITHER_HAND ((unsigned short) 014)
169 #define BEING_USED ((unsigned short) 017)
171 #define NO_TRAP -1
172 #define TRAP_DOOR 0
173 #define BEAR_TRAP 1
174 #define TELE_TRAP 2
175 #define DART_TRAP 3
176 #define SLEEPING_GAS_TRAP 4
177 #define RUST_TRAP 5
178 #define TRAPS 6
180 #define STEALTH_FACTOR 3
181 #define R_TELE_PERCENT 8
183 #define UNIDENTIFIED ((unsigned short) 00) /* MUST BE ZERO! */
184 #define IDENTIFIED ((unsigned short) 01)
185 #define CALLED ((unsigned short) 02)
187 #define DROWS 24
188 #define DCOLS 80
189 #define NMESSAGES 5
190 #define MAX_TITLE_LENGTH 30
191 #define MAXSYLLABLES 40
192 #define MAX_METAL 14
193 #define WAND_MATERIALS 30
194 #define GEMS 14
196 #define GOLD_PERCENT 46
198 #define MAX_OPT_LEN 40
200 #define HUNGER_STR_LEN 8
202 #define MAX_ID_TITLE_LEN 64
204 struct id {
205 short value;
206 char title[MAX_ID_TITLE_LEN];
207 const char *real;
208 unsigned short id_status;
211 /* The following #defines provide more meaningful names for some of the
212 * struct object fields that are used for monsters. This, since each monster
213 * and object (scrolls, potions, etc) are represented by a struct object.
214 * Ideally, this should be handled by some kind of union structure.
217 #define m_damage damage
218 #define hp_to_kill quantity
219 #define m_char ichar
220 #define first_level is_protected
221 #define last_level is_cursed
222 #define m_hit_chance class
223 #define stationary_damage identified
224 #define drop_percent which_kind
225 #define trail_char d_enchant
226 #define slowed_toggle quiver
227 #define moves_confused hit_enchant
228 #define nap_length picked_up
229 #define disguise what_is
230 #define next_monster next_object
232 struct obj { /* comment is monster meaning */
233 unsigned long m_flags; /* monster flags */
234 const char *damage; /* damage it does */
235 short quantity; /* hit points to kill */
236 short ichar; /* 'A' is for aquatar */
237 short kill_exp; /* exp for killing it */
238 short is_protected; /* level starts */
239 short is_cursed; /* level ends */
240 short class; /* chance of hitting you */
241 short identified; /* 'F' damage, 1,2,3... */
242 unsigned short which_kind; /* item carry/drop % */
243 short o_row, o_col, o; /* o is how many times stuck at o_row, o_col */
244 short row, col; /* current row, col */
245 short d_enchant; /* room char when detect_monster */
246 short quiver; /* monster slowed toggle */
247 short trow, tcol; /* target row, col */
248 short hit_enchant; /* how many moves is confused */
249 unsigned short what_is; /* imitator's charactor (?!%: */
250 short picked_up; /* sleep from wand of sleep */
251 unsigned short in_use_flags;
252 struct obj *next_object; /* next monster */
255 typedef struct obj object;
257 #define INIT_AW (object*)0,(object*)0
258 #define INIT_RINGS (object*)0,(object*)0
259 #define INIT_HP 12
260 #define INIT_STR 16,16
261 #define INIT_EXP 1,0
262 #define INIT_PACK {0,"",0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,NULL}
263 #define INIT_GOLD 0
264 #define INIT_CHAR '@'
265 #define INIT_MOVES 1250
267 struct fightr {
268 object *armor;
269 object *weapon;
270 object *left_ring, *right_ring;
271 short hp_current;
272 short hp_max;
273 short str_current;
274 short str_max;
275 object pack;
276 long gold;
277 short exp;
278 long exp_points;
279 short row, col;
280 short fchar;
281 short moves_left;
284 typedef struct fightr fighter;
286 struct dr {
287 short oth_room;
288 short oth_row,
289 oth_col;
290 short door_row,
291 door_col;
294 typedef struct dr door;
296 struct rm {
297 short bottom_row, right_col, left_col, top_row;
298 door doors[4];
299 unsigned short is_room;
302 typedef struct rm room;
304 #define MAXROOMS 9
305 #define BIG_ROOM 10
307 #define NO_ROOM -1
309 #define PASSAGE -3 /* cur_room value */
311 #define AMULET_LEVEL 26
313 #define R_NOTHING ((unsigned short) 01)
314 #define R_ROOM ((unsigned short) 02)
315 #define R_MAZE ((unsigned short) 04)
316 #define R_DEADEND ((unsigned short) 010)
317 #define R_CROSS ((unsigned short) 020)
319 #define MAX_EXP_LEVEL 21
320 #define MAX_EXP 10000001L
321 #define MAX_GOLD 999999
322 #define MAX_ARMOR 99
323 #define MAX_HP 999
324 #define MAX_STRENGTH 99
325 #define LAST_DUNGEON 99
327 #define STAT_LEVEL 01
328 #define STAT_GOLD 02
329 #define STAT_HP 04
330 #define STAT_STRENGTH 010
331 #define STAT_ARMOR 020
332 #define STAT_EXP 040
333 #define STAT_HUNGER 0100
334 #define STAT_LABEL 0200
335 #define STAT_ALL 0377
337 #define PARTY_TIME 10 /* one party somewhere in each 10 level span */
339 #define MAX_TRAPS 10 /* maximum traps per level */
341 #define HIDE_PERCENT 12
343 struct tr {
344 short trap_type;
345 short trap_row, trap_col;
348 typedef struct tr trap;
350 extern fighter rogue;
351 extern room rooms[];
352 extern trap traps[];
353 extern unsigned short dungeon[DROWS][DCOLS];
354 extern object level_objects;
356 extern struct id id_scrolls[];
357 extern struct id id_potions[];
358 extern struct id id_wands[];
359 extern struct id id_rings[];
360 extern struct id id_weapons[];
361 extern struct id id_armors[];
363 extern object mon_tab[];
364 extern object level_monsters;
366 #define MONSTERS 26
368 #define HASTED 01L
369 #define SLOWED 02L
370 #define INVISIBLE 04L
371 #define ASLEEP 010L
372 #define WAKENS 020L
373 #define WANDERS 040L
374 #define FLIES 0100L
375 #define FLITS 0200L
376 #define CAN_FLIT 0400L /* can, but usually doesn't, flit */
377 #define CONFUSED 01000L
378 #define RUSTS 02000L
379 #define HOLDS 04000L
380 #define FREEZES 010000L
381 #define STEALS_GOLD 020000L
382 #define STEALS_ITEM 040000L
383 #define STINGS 0100000L
384 #define DRAINS_LIFE 0200000L
385 #define DROPS_LEVEL 0400000L
386 #define SEEKS_GOLD 01000000L
387 #define FREEZING_ROGUE 02000000L
388 #define RUST_VANISHED 04000000L
389 #define CONFUSES 010000000L
390 #define IMITATES 020000000L
391 #define FLAMES 040000000L
392 #define STATIONARY 0100000000L /* damage will be 1,2,3,... */
393 #define NAPPING 0200000000L /* can't wake up for a while */
394 #define ALREADY_MOVED 0400000000L
396 #define SPECIAL_HIT (RUSTS|HOLDS|FREEZES|STEALS_GOLD|STEALS_ITEM|STINGS|DRAINS_LIFE|DROPS_LEVEL)
398 #define WAKE_PERCENT 45
399 #define FLIT_PERCENT 40
400 #define PARTY_WAKE_PERCENT 75
402 #define HYPOTHERMIA 1
403 #define STARVATION 2
404 #define POISON_DART 3
405 #define QUIT 4
406 #define WIN 5
407 #define KFIRE 6
409 #define UPWARD 0
410 #define UPRIGHT 1
411 #define RIGHT 2
412 #define DOWNRIGHT 3
413 #define DOWN 4
414 #define DOWNLEFT 5
415 #define LEFT 6
416 #define UPLEFT 7
417 #define DIRS 8
419 #define ROW1 7
420 #define ROW2 15
422 #define COL1 26
423 #define COL2 52
425 #define MOVED 0
426 #define MOVE_FAILED -1
427 #define STOPPED_ON_SOMETHING -2
428 #define CANCEL '\033'
429 #define LIST '*'
431 #define HUNGRY 300
432 #define WEAK 150
433 #define FAINT 20
434 #define STARVE 0
436 #define MIN_ROW 1
438 struct rogue_time {
439 short year; /* >= 1987 */
440 short month; /* 1 - 12 */
441 short day; /* 1 - 31 */
442 short hour; /* 0 - 23 */
443 short minute; /* 0 - 59 */
444 short second; /* 0 - 59 */
447 /* external routine declarations.
449 #define rrandom random
450 #define srrandom(x) srandomdev()
452 /* hit.c */
453 void mon_hit(object *);
454 void rogue_hit(object *, boolean);
455 void rogue_damage(short, object *, short);
456 int get_damage(const char *, boolean);
457 int get_number(const char *);
458 long lget_number(const char *);
459 boolean mon_damage(object *, short);
460 void fight(boolean);
461 void get_dir_rc(short, short *, short *, short);
462 short get_hit_chance(const object *);
463 short get_weapon_damage(const object *);
464 void s_con_mon(object *);
466 /* init.c */
467 boolean init(int, char**);
468 void clean_up(const char *);
469 void start_window(void);
470 void stop_window(void);
471 void byebye(void);
472 void onintr(void);
473 void error_save(void);
475 /* inventory.c */
476 void inventory(const object *, unsigned short);
477 void id_com(void);
478 void mix_colors(void);
479 void make_scroll_titles(void);
480 void get_desc(const object *, char *);
481 void get_wand_and_ring_materials(void);
482 void single_inv(short);
483 struct id *get_id_table(const object *);
484 void inv_armor_weapon(boolean);
485 void id_type(void);
487 /* level.c */
488 void make_level(void);
489 void clear_level(void);
490 void put_player(short);
491 boolean drop_check(void);
492 boolean check_up(void);
493 void add_exp(int, boolean);
494 int hp_raise(void);
495 void show_average_hp(void);
497 /* machdep.c */
498 #ifdef UNIX
499 void md_slurp(void);
500 void md_control_keybord(boolean);
501 void md_heed_signals(void);
502 void md_ignore_signals(void);
503 int md_get_file_id(const char *);
504 int md_link_count(const char *);
505 void md_gct(struct rogue_time *);
506 void md_gfmt(const char *, struct rogue_time *);
507 boolean md_df(const char *);
508 const char *md_gln(void);
509 void md_sleep(int);
510 char *md_getenv(const char *);
511 char *md_malloc(int);
512 int md_gseed(void);
513 void md_exit(int);
514 void md_lock(boolean);
515 void md_shell(const char *);
516 #endif
518 /* message.c */
519 void message(const char *, boolean);
520 void remessage(short);
521 void check_message(void);
522 short get_input_line(const char *, const char *, char *,
523 const char *, boolean, boolean);
524 int rgetchar(void);
525 void print_stats(int);
526 void sound_bell(void);
527 boolean is_digit(short);
528 int r_index(const char *, int, boolean);
530 /* monster.c */
531 void put_mons(void);
532 object *gr_monster(object *, int);
533 void mv_mons(void);
534 void party_monsters(int, int);
535 short gmc_row_col(int, int);
536 short gmc(object *);
537 void mv_1_monster(object *, short, short);
538 void move_mon_to(object *, short, short);
539 boolean mon_can_go(const object *, short, short);
540 void wake_up(object *);
541 void wake_room(short, boolean, short, short);
542 const char *mon_name(const object *);
543 void wanderer(void);
544 void show_monsters(void);
545 void create_monster(void);
546 int rogue_can_see(int, int);
547 char gr_obj_char(void);
548 void aggravate(void);
549 boolean mon_sees(const object *, int, int);
550 void mv_aquatars(void);
552 /* move.c */
553 short one_move_rogue(short, short);
554 void multiple_move_rogue(short);
555 boolean is_passable(int, int);
556 boolean can_move(short, short, short, short);
557 void move_onto(void);
558 boolean is_direction(short, short *);
559 boolean reg_move(void);
560 void rest(int);
562 /* object.c */
563 void put_objects(void);
564 void place_at(object *, int, int);
565 object *object_at(object *, short, short);
566 object *get_letter_object(int);
567 void free_stuff(object *);
568 const char *name_of(const object *);
569 object *gr_object(void);
570 void get_food(object *, boolean);
571 void put_stairs(void);
572 short get_armor_class(const object *);
573 object *alloc_object(void);
574 void free_object(object *);
575 void show_objects(void);
576 void put_amulet(void);
577 void c_object_for_wizard(void);
579 /* pack.c */
580 object *add_to_pack(object *, object *, int);
581 void take_from_pack(object *, object *);
582 object *pick_up(int, int, short *);
583 void drop(void);
584 void wait_for_ack(void);
585 short pack_letter(const char *, unsigned short);
586 void take_off(void);
587 void wear(void);
588 void unwear(object *);
589 void do_wear(object *);
590 void wield(void);
591 void do_wield(object *);
592 void unwield(object *);
593 void call_it(void);
594 short pack_count(const object *);
595 boolean has_amulet(void);
596 void kick_into_pack(void);
598 /* play.c */
599 void play_level(void);
601 /* random.c */
602 int get_rand(int, int);
603 boolean rand_percent(int);
604 boolean coin_toss(void);
606 /* ring.c */
607 void put_on_ring(void);
608 void do_put_on(object *, boolean);
609 void remove_ring(void);
610 void un_put_on(object *);
611 void gr_ring(object *, boolean);
612 void inv_rings(void);
613 void ring_stats(boolean);
615 /* room.c */
616 void light_up_room(int);
617 void light_passage(int, int);
618 void darken_room(short);
619 char get_dungeon_char(int, int);
620 char get_mask_char(unsigned short);
621 void gr_row_col(short *, short *, unsigned short);
622 short gr_room(void);
623 short party_objects(short);
624 short get_room_number(int, int);
625 boolean is_all_connected(void);
626 void draw_magic_map(void);
627 void dr_course(object *, boolean, short, short);
628 void edit_opts(void);
629 void do_shell(void);
631 /* save.c */
632 void save_game(void);
633 void save_into_file(const char *);
634 void restore(const char *);
636 /* score.c */
637 void killed_by(const object *, short);
638 void win(void);
639 void quit(boolean);
640 void put_scores(const object *, short);
641 boolean is_vowel(short);
642 void xxxx(char *, short);
643 long xxx(boolean);
645 /* spec_hit.c */
646 void special_hit(object *);
647 void rust(object *);
648 void cough_up(object *);
649 boolean seek_gold(object *);
650 void check_gold_seeker(object *);
651 boolean check_imitator(object *);
652 boolean imitating(short, short);
653 boolean m_confuse(object *);
654 boolean flame_broil(object *);
656 /* throw.c */
657 void throw(void);
658 void rand_around(short, short *, short *);
660 /* trap.c */
661 void trap_player(short, short);
662 void add_traps(void);
663 void id_trap(void);
664 void show_traps(void);
665 void search(short, boolean);
667 /* use.c */
668 void quaff(void);
669 void read_scroll(void);
670 void vanish(object *, short, object *);
671 void eat(void);
672 void tele(void);
673 void hallucinate(void);
674 void unhallucinate(void);
675 void unblind(void);
676 void relight(void);
677 void take_a_nap(void);
678 void cnfs(void);
679 void unconfuse(void);
681 /* zap.c */
682 void zapp(void);
683 void wizardize(void);
684 void bounce(short, short, short, short, short);
687 * external variable declarations.
689 extern char hunger_str[HUNGER_STR_LEN];
690 extern char login_name[MAX_OPT_LEN];
691 extern const char *error_file;